Hi, I'm new here. As developer, I agree that is very hard to move code to Linux. But at least you could help us to setup using Wine.
I use Ubuntu 12.10 64.
Steph'nie is the next Amplitude project Unity-based? If you get better acquainted with Unity 4 you'll have a better idea of how hard it would be to port Endless Space to Unity 4.
According to my limited experience with Unity 4 and according to the FAQ it seems rather easy to import a Unity 3 project into Unity 4:
http://unity3d.com/unity/faq ("How do I import my 3.x project into Unity 4.x?")
Anyway I've finally managed to get ES running in OpenGL mode with Wine on Linux:
(this is a Linux screenshot, and the first screenshot ever taken of ES running on Linux in OpenGL mode )
The flag -force-opengl makes it crash at startup when using a vanilla Wine, because Unity 3 does something with OpenGL contexts that is acceptable for WGL, but not for the Linux equivalent layer called GLX. Hence it's likely that Endless Space in OpenGL mode will never be supported out-of-the-box by Wine: http://bugs.winehq.org/show_bug.cgi?id=11436#c1
It has been working in the default Direct3D9 mode though, but it's slower (because Wine has to translate every Direct3D call into an OpenGL equivalent) and on my config at least it's currently full of glitches.
To play it with Wine at full speed with the -force-opengl flag you need to apply this hacky patch to Wine sources: 0099-EndlessSpace-WGL-ShareList-Hack.patch.zip and recompile it.
Alternatively I'm hosting pre-built Wine 1.5.29 packages for Ubuntu 12.10 packages here: http://www.homo-nebulus.fr/rehost/wine/
(the updater will keep asking to revert to the official Wine package, google the way to tell it to ignore updates for a specific package)
Also after Steam does its first time setup for Endless Space you need to delete (or backup) the system32 folder of the Wine environment (by default ~/.wine/drive_c/Windows/system32) and move a fresh system32 folder created by Wine for an empty profile in its place (the native DLLs installed by Steam makes the game crash at startup).
I really love to finally be able to play one of my coups de cœur of recent years on Linux, but as you can see it's a lot of hassles to get it running properly. Beforehand I wouldn't join people asking for a Linux version because the multiplayer issues and missing features like the battle cards in auto were much more important to fix, but now Linux support would really be awesome and I think many players would be really grateful and love Amplitude even more for it :
Last edited by Syniurge; 05-13-2013 at 02:44 AM.
It's good to see that the game is playable on linux (with some workarounds).
I agree that, eventually, the game should be released for linux - as it is more and more proving itself as a viable gaming platform.
However, I understand that it is low on amplitude's priorities list. First optimize the game further and release expansion packs. WHen that's done I think it should be possible to think about a port to linux. And the decision is ofcourse up to them.
An eye for an eye leaves the whole world monocular.
Would be nice if a unity 4 migration (and linux support) could be done after the expansion has been released.
Understand that it's a low priority and probably quite a bit of work, but it may be helpful to be one of the first space strategy games on Steam Linux
I'd also appreciate a Linux version of ES. And I agree with the above post : being one of the first major games to be released on Linux in the space 4X category might be a decisive commercial advantage on this emerging market.
There are other arguments for porting games on Linux in the following blog from indie game developer Wolfire Games (creators of the famous Humble Indie Bundles) :
Very interesting read, I think. Many points could apply to Endless Space, such as modding.
I would also love to see a linux port, and would probably purchase the game again for it.
I find it strange that they bother taking the time to do a Mac port of the game and yet not a linux one. From what I hear Linux users are more likely to play games these days and to me seem more likely than a mac user doing gaming.
Honestly a Linux port sounds like a perfect thing for a Kickstarter campaign. Figure out how many sales are required to pay for the port, and put Linux copies up for sale on Kickstarter. If enough sell to pay for the port, then they've got the money to do it. If not, nobody loses anything.
It seems, from what I've seen from other developers on an older version of Unity, there's two major steps here: upgrading the game to unity 4 and dealing with that, and exporting & testing the game on Linux.
The first step seems to be the worst in terms of time, unless of course there's lots of issues specific to Linux while testing.
It would be interesting to see the amount of time it would take to port the game to Unity 4, and then of course the amount of time it would take to test and fix a Linux version.
I just had to rebuild my system because the hard drive controller went AWOL.
Just for giggles, I tried running ES on my Linux box. OpenSUSE 12.3, latest updates. No special WINE build, no tweaks, generic settings (other than the tweaks OpenSUSE build service already included: version 1.5.31-251.1.x86_64). Graphics driver is fglrx [Radeon HD 7560D] with OpenGL.
Worked even better than on my Windows laptop. Graphics were smooth as oiled glass. Only problem was that it kept eating memory. By the end of the game it was using >14G of RAM all by itself. Fortunately, I now have 16G, and no swap partition, so things never slowed down. Had the game run any longer, there may have been trouble...
Looks like there's a new g2g vote for next platform the game should go onto, tablets vs linux vs consoles
When should the g2g vote be decided? Also, since Linux and tablets are close, would you consider doing both or only one?
Also, does this post mean the game is on Unity 4 now: https://twitter.com/endlesspace/stat...82084225515520
If so, would a port be easier to make, since the migration from 3 to 4 wouldn't be an issue?